Amateur game programming
Hi there and welcome to the Foppygames homepage! My name is Robbert Prins and I'm from the Netherlands. Below you can read about computer games that I have created. Older games were written in Blitz Basic and its variants. Newer games have been written in Lua and Love2d. If you have a question or remark about one of the games, please e-mail me (robbertprins at hotmail dot com) or have a look at my YouTube and Twitter pages.
Sword of the Orc King is a roguelike adventure game. Typical aspects of roguelike games are 'permadeath' (once you die you can only start over) and randomly generated worlds (each time you start over you will see a new dungeon). A great place to start reading more about this is www.roguebasin.com. In the background my game uses an 'entity component system' or, in more general terms, it uses composition instead of inheritance to create game objects. This should make it easier to create many different entities with their own behaviour.
Robo House is my first 'game jam' entry, written in Lua/Love2d over the course of about 10 days. The game jam was #Redefine2021, themed 'Future Tech'. The player has to stop robotic vacuum cleaners gone bad. The music is from PlayOnLoop.com and the sound effects were made using Bfxr. The color palette is the Pico 8 palette as found on Lospec. The game was rated 6th best out of 25 entries.
Max Downforce is an arcade racing game and also the spiritual sequel to Grand Prix. The goal is to complete each of 10 laps before the timer reaches zero. You get fewer second for every next lap, but part of the remaining time is carried over. This game is written in LÖVE, a great framework for making 2d games in the Lua programming language. The music is by Filippo Vicarelli of PlayOnLoop.com. The cheering crowd sample is a fragment of a recording by Stephan Schütze during a World Cup Rugby match.
Mercurian is a shoot 'em up for the OUYA game console, programmed in AS3. It features auto fire in four directions and three special weapons. As the Mercurian you have to navigate through a cave and destroy as many opponents as you can. The music was made by Roald Strauss (IndieGameMusic.com). Inspiration for this game was drawn from the game Armalyte and my own game Flyout. At first I wanted to recreate Armalyte's intricate power-up and weapons system but in the end a simpler approach was implemented where all weapons are available and at maximum power right from the start.
Thunder Desert GP is a motor racing game for the OUYA game console. The OUYA was based on the Android operating system and various languages could be used to create games for it. One of these was Action Script 3, or Flash. I decided to recreate Grand Prix for the OUYA, but to keep it interesting it would have bikes instead of cars. The goal in the game still is to complete each lap before the time runs out. The motorcycle is controlled with the two analogue sticks of the OUYA controller. The music in Thunder Desert GP was made by coda (coda.s3m.us).
Grand Prix is a racing game inspired by Pole Position and other racing games from the previous century. These games do not use a complete 3d system but rather a fixed view on a track that is accomplished with 2d game techniques, as explained and illustrated on Lou's Pseudo 3d Page. In Grand Prix, the ultimate goal for the player is to try and complete 8 laps, winning the gold cup. This is quite a challenge, with the clock ticking down and opponent cars getting in the way. The car is controlled using the arrow keys. The music in this game is by coda (coda.s3m.us). Sound effects were made using SFXR, and the game was programmed in Blitz Max.
Deploy your army of warriors, archers and giant trolls in an attempt to beat the enemy wizard and reach the other side of the battle field! Launch fire balls and special wizard attacks to take out the enemy troops. As more of your units reach the other side, your army will grow bigger. If your wizard makes it across, you win! This game was programmed in Monkey and is the sequel to my game from 2004. The texts in Wizard Battle 2 are displayed in the very nice and freely available font Rapscallion by Ryan Splint.
Cars with guns. Prepare for a battle all the way to the finish line. After the first lap, the guns are activated. Earn extra points by destroying your opponents, but make sure you finish high enough to continue to the next race! This game was programmed in Monkey. Other tools used: Graphics Gale and Paint.net for graphics, SFXR and Audacity for sound effects, Fruity Loops for music.
Monkey Pixels is a new version of my 2002 game Pixelwars, playable in the browser. It was made using the Monkey language. The source code can be downloaded below as an example of a basic game written in Monkey. The game is similar to its predecessor in that the player controls a green pixel on the run for red pixels. A new addition are the blinking pixels; touch them to remove many red pixels, hopefully winning you some time!
A fire has broken out at the local cat and dog shelter! Help two cats save the day by positioning the stretcher just right and bouncing the doggies into the ambulance. Use keys 1, 2 and 3 to move around. In the Android version, you move the cats by touching the screen. Doggy Bounce is a remake of Bouncing Babies by Dave Baskin (1984).
You are a space pilot hired to rescue pilots imprisoned on an alien planet. After landing you can pickup a few weapons and a medikit from your spaceship, then move through the door to confront the aliens! The prisoner can be found in a prison to the North. Press F to tell him to wait, press F again to make him follow you, back to your spaceship. Use the keyboard (W,A,S,D) to move, and use the mouse to look around and fire your weapons. Select your current weapon using the number keys, or the mouse wheel. When hit you can receive up to three wounds, slowing you down. Using a medikit (M) will heal all wounds you currently have. After every mission, a more dangerous mission begins. If you rescued the prisoner, extra ammo will be available at the start of the next mission.
Mano Trooper (programmed in Blitz Max) is a remake of Greg Kuperberg's "Paratrooper" (1982). Try to set a high score by shooting down enemy helicopters, paratroopers, jets and bombs. Note that every shot will cost you one point to start with, so don't waste too many bullets! The two dogs Noah and Merlin are helping you out by attacking landed paratroopers, but after each attack they have to rest for a while. Once four paratroopers have landed on either side of the gun, they will create a human pyramid to take out your gun. Music in this game is by coda (coda.s3m.us). Sound effects were made using SFXR. Controls are: arrows left/right to rotate the gun, and Z (or Y or Space) to fire. Press M to switch music on/off, and press F on the title screen to toggle between windowed mode and full screen.
The aim of this game is to steer your flying saucer around and shoot down evil saucers that appear out of nowhere. The enemy will shoot back, but only when they've turned red first. Keep an eye out for their guns: if they point at you, be prepared to dodge incoming bullets! Two bonus objects may drop from enemy wrecks: a health bonus, and a temporary fast fire bonus. Controls are arrow keys for steering and forward/backward, and space bar or Z for firing. A good tactic is to accelerate a little bit to counter the movement caused by your own gun when firing. Be sure to start moving around when the enemy takes aim. Most of the sound effects in this game were created with DrPetter's very nice SFXR program.
Flyout is a vertically scrolling shoot 'em up written for the Shmup-Dev Autofire 2007 competition, ending up at a tied 9th place out of 16. You control a ship flying up into an endless tunnel, trying to collect as many points as possible by shooting down enemies. As you fly on, enemies will attack in greater numbers. To keep up you should try to collect the ship upgrades provided by stranded Dutch pilots! These guys appear around every kilometer unless the maximum upgrade level of 5 has already been reached. The distance travelled can be seen in the bottom-left corner of the screen. The ship is controlled using the arrow keys and space bar (alternative fire buttons are Z and Ctrl), music can be toggled on/off using M. The tunes used in this game are free music loops from www.deusx.com. Good luck, pilot!
Gridfire is a remake of Crossfire. The original is by Jay Sullivan and Chuck Benton and was published for the Commodore 64 by Sierra On-Line in 1983. A nice overview of Crossfire and related games was found in issue #14 of Retrogaming Times Monthly. The issue can still be downloaded from this archive (scroll down) which is part of the new magazine The Retrogaming Times. I found their detailed description of Crossfire very useful. The aim of the game is to destroy creatures that are invading a city, using a ship that moves and fires in four directions. Collect the ammo bonus once your supply of bullets is running low. Gridfire was my entry in the Retro Remakes competition of 2006, ending up at the 20th place out of 76.
This game is inspired by Space Invaders and Defender, two classic games. It's mainly Space Invaders with additional features. You control a cannon to defend earth against an invasion by aliens. The aliens come in different shapes; some of them will try to capture the little humans at the bottom of the screen. It is possible to pick up humans and transport them to a safer place. There's also a power-up that makes the humans shoot at the invaders. Power-ups are sometimes released by certain types of invaders when you shoot them. When all humans are destroyed the battle is taken into space; this is an idea borrowed from Defender. Big thanks go out to Damien Sturdy for allowing me to use his music on the title page, and to Joe Lesko for testing the game and giving valuable feedback!
This game was my entry in a "one-switch" competition, which means that only one key could be used to control the game. It's a 1 or 2 player strategy game where the goal is to get a wizard to the other side of the screen. Different types of characters can be launched using the space bar. They cost credits, which will be returned to your base when the character is defeated, or when it reaches the other side, in which case you get double the points as a reward. Sound effects are from the Maniacs of Noise CD "Video Game Sound Effects", the wizard's voice actually consists of reversed voice samples from that CD. There is a website about one-switch games, this is OneSwitch.org.uk. The site is about how games can be made accessible to disabled people. Among other things, it has a large collection of freely downloadable one-switch games.
Minimaster is a chess game. It uses the "minimax" algorithm to decide which move to play next. All moves of the game of chess have been programmed. The program sometimes makes rather bad moves, this is probably a bug in my implementation of the algorithm that I have not yet been able to locate. Still, if you are a beginning player this program may well beat you if you're not careful! Chess enthusiasts who can also read Dutch may well want to check out this nice blog maintained by my dad: Alberts Schaakblog
If you think this game is rather stupid, that's OK since it was written for a "stupidest game" competition! It contains irritating jokes some of which may only be funny (if at all) to people programming games and using Blitz Basic. The goal is to survive for as long as possible in a world of killer pixels.